ECS Framework for Unity Game Engine.
- Simple Syntax.
- Simple Integration with Unity Engine.
- No code generation and any C# Reflection in Runtime.
- Structure-based and Cache-friendly.
- Reactive and Fast Filters based on bitsets.
- Built-in Events and Reactive Variables.
- Single-threaded.
Container of components.
Has a set of methods for add, get, set, remove components.
var entity = this.World.CreateEntity();
ref var addedHealthComponent = ref entity.AddComponent<HealthComponent>();
ref var gottenHealthComponent = ref entity.GetComponent<HealthComponent>();
bool removed = entity.RemoveComponent<HealthComponent>();
entity.SetComponent(new HealthComponent {healthPoints = 100});
bool hasHealthComponent = entity.Has<HealthComponent>();
Components are types which include only data.
In Morpeh components are value types for performance purposes.
public struct HealthComponent : IComponent {
public int healthPoints;
}
Types that process entities with a specific set of components.
Entities are selected using a filter.
public class HealthSystem : ISystem {
public World World { get; set; }
private Filter filter;
public void OnAwake() {
this.filter = this.World.Filter.With<HealthComponent>();
}
public void OnUpdate(float deltaTime) {
foreach (var entity in this.filter) {
ref var healthComponent = ref entity.GetComponent<HealthComponent>();
healthComponent.healthPoints += 1;
}
}
public void Dispose() {
}
}
A type that contains entities, components caches, systems and root filter.
var newWorld = World.Create();
var newEntity = newWorld.CreateEntity();
newWorld.RemoveEntity(newEntity);
var systemsGroup = newWorld.CreateSystemsGroup();
systemsGroup.AddSystem(new HealthSystem());
newWorld.AddSystemsGroup(order: 0, systemsGroup);
newWorld.RemoveSystemsGroup(systemsGroup);
var filter = newWorld.Filter.With<HealthComponent>();
IMPORTANT
For a better user experience, we strongly recommend having Odin Inspector and FindReferences2 in the project.
All GIFs are hidden under spoilers.
Let's create our first component and open it.
After it, you will see something like this.
using Morpeh;
using UnityEngine;
using Unity.IL2CPP.CompilerServices;
[Il2CppSetOption(Option.NullChecks, false)]
[Il2CppSetOption(Option.ArrayBoundsChecks, false)]
[Il2CppSetOption(Option.DivideByZeroChecks, false)]
[System.Serializable]
public struct HealthComponent : IComponent {
}
Don't care about attributes.
Il2CppSetOption attribute can give you better performance.
Add health points field to the component.
public struct HealthComponent : IComponent {
public int healthPoints;
}
It is okay.
Now let's create first system.
Icon U means UpdateSystem. Also you can create FixedUpdateSystem and LateUpdateSystem.
They are similar as MonoBehaviour's Update, FixedUpdate, LateUpdate.
System looks like this.
using Morpeh;
using UnityEngine;
using Unity.IL2CPP.CompilerServices;
[Il2CppSetOption(Option.NullChecks, false)]
[Il2CppSetOption(Option.ArrayBoundsChecks, false)]
[Il2CppSetOption(Option.DivideByZeroChecks, false)]
[CreateAssetMenu(menuName = "ECS/Systems/" + nameof(HealthSystem))]
public sealed class HealthSystem : UpdateSystem {
public override void OnAwake() {
}
public override void OnUpdate(float deltaTime) {
}
}
We have to add a filter to find all the entities with HealthComponent
.
public sealed class HealthSystem : UpdateSystem {
private Filter filter;
public override void OnAwake() {
this.filter = this.World.Filter.With<HealthComponent>();
}
public override void OnUpdate(float deltaTime) {
}
}
You can chain filters by two operators
With<>
andWithout<>
.
For examplethis.World.Filter.With<FooComponent>().With<BarComponent>().Without<BeeComponent>();
Now we can iterate all needed entities.
public sealed class HealthSystem : UpdateSystem {
private Filter filter;
public override void OnAwake() {
this.filter = this.World.Filter.With<HealthComponent>();
}
public override void OnUpdate(float deltaTime) {
foreach (var entity in this.filter) {
ref var healthComponent = ref entity.GetComponent<HealthComponent>();
Debug.Log(healthComponent.healthPoints);
}
}
}
Don't forget about
ref
operator.
Components are struct and if you wanna change them directly, then you must use reference operator.
For high performance, you can do cached sampling.
No need to do GetComponent from entity every time.
But we will focus on a simplified version, because even in this version GetComponent is very fast.
public sealed class HealthSystem : UpdateSystem {
private Filter filter;
public override void OnAwake() {
this.filter = this.World.Filter.With<HealthComponent>();
}
public override void OnUpdate(float deltaTime) {
var healthBag = this.filter.Select<HealthComponent>();
for (int i = 0, length = this.filter.Length; i < length; i++) {
ref var healthComponent = ref healthBag.GetComponent(i);
Debug.Log(healthComponent.healthPoints);
}
}
}
Let's create ScriptableObject for HealthSystem.
This will allow the system to have its inspector and we can refer to it in the scene.
Next step: create Installer
on the scene.
This will help us choose which systems should work and in which order.
Nothing happened because we did not create our entities.
I will show the creation of entities directly related to GameObject, because to create them from the code it is enough to write world.CreateEntity()
.
To do this, we need a provider that associates GameObject with an entity.
Create a new provider.
using Morpeh;
using Unity.IL2CPP.CompilerServices;
[Il2CppSetOption(Option.NullChecks, false)]
[Il2CppSetOption(Option.ArrayBoundsChecks, false)]
[Il2CppSetOption(Option.DivideByZeroChecks, false)]
public sealed class HealthProvider : MonoProvider<{YOUR_COMPONENT}> {
}
We need to specify a component for the provider.
public sealed class HealthProvider : MonoProvider<HealthComponent> {
}
Now press the play button, and you will see Debug.Log with healthPoints.
Nice!
TODO
- Add to your project manifiest by path
UnityProject/Packages/manifiest.json
these lines:
{
"dependencies": {
},
"scopedRegistries": [
{
"name": "XCrew",
"url": "http://xcrew.dev",
"scopes": [
"com.xcrew"
]
}
]
}
- Open window Package Manager in Unity and install Morpeh
Add to your project manifiest by path UnityProject/Packages/manifiest.json
next line:
{
"dependencies": {
"com.xcrew.morpeh": "https://github.com/X-Crew/Morpeh.git"
}
}
- Go to Releases and download latest package.
- Import Morpeh.
Telegram: benjminmoore
E-Mail: [email protected]